Mod naming rule and engine UI in engine mods

Mods are renamed by role (shell2d_base, menu_base, ui_base, live2d_base,
editor_tools, cthangover_story, cthangover_murakami, cthangover_party) and
every reference follows. Engine UI prefabs (dialog, answers, message, game
menu, inventory, map, skills) and their panel entries moved out of the story
mod into the subsystem mods; the card_novel and vn_starter_novel collections
are removed.
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cthangover committed 2026-10-18 19:00:40 +02:00
1 parent eb9bf57385
commit 4fa8137071
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@@ -8,6 +8,19 @@
"sources": [
"src/**/*.cs"
],
"depends": ["interface>=1"],
"ui": []
"depends": ["ui_base>=1"],
"ui": [
{
"id": "skills",
"kind": "panel",
"slot": "ModBeforeUIPanel",
"scene_path": "scenes/ui/skills_panel/skills_panel.tscn",
"button": {
"icon": "skills",
"locale": "ui/skills/title",
"index": 40
},
"priority": 10
}
]
}